Legendary Captains

1 posts ยท Jul 18 1997

From: Brendan Pratt <bastard@o...>

Date: Fri, 18 Jul 1997 01:10:21 -0400

Subject: Legendary Captains

I've been thinking about possible rules for legendary captains or upgrading a
ship's captain. (Original idea from Indy's B5 rules page). The following is
the basic workings. Any comments appreciated.

LEGENDARY CAPTAIN    25pts + 25pts/ability
 - Maximum of 1 captain per 1000pts or fleet.
 - Use of abilities must be noted in the orders for that turn.
 - All captains get +2 on ramming attempts IF his ship is on it's last
damage row.
 - Only one ability can be used per turn.
 - Threshold checks are made as if the current damage row was filled.

ABILITIES:
Suicidal - The captain may attempt to ram at any time at +2.  If he
fails the ram attempt, his crew mutinies on a failed threshold check (captain
is killed).
Tactician - Once per battle, the captain can maneuver his vessel after
all others WITHOUT requiring written movement orders for that turn.
Engineer - All power is redirected to the engines (no firing).  The ship
doubles it's thrust for that turn only BUT must make 2 threshold checks
for the N-Space Drives immediately after movement.
Master Gunner - All power is redirected to the guns (no thrust).  All
beam batteries add +1 die this turn only. (ie. B-bat rolls 3 die, C-bat
rolls 2 die). Roll guns separately, on ANY double, that gun is destoyed as if
it had failed a threshold check.
Defender - All power is redirected to the screens (no firing).  NB: this
has no effect if the ship has no available screens. The screens
increase by one level for the turn. If they become Screen-4, then treat
as a Reflex field with NO DAMAGE being reflected at the firer. All screens
must make a threshold check at the end of the turn.